Reefclaw (BB)
Creature 1 — aberration, aquatic
FlankerAQUATICLANDaberration
Reefclaws are aquatic monsters that resemble huge shrimp or lobsters. Though reefclaws can't speak, they are intelligent enough to understand the local language of humanoids near their hunting grounds.
Source: menace-under-otari-bestiary
Perception +8; darkvision
Skills acrobatics +7, athletics +4 (+8 to Swim)
Str
+1
Dex
+4
Con
+2
Int
-3
Wis
+1
Cha
+1
AC 20
Fort +7
Ref +9
Will +4
HP 17
Speed 5 feet, swim 30 feet
Offense
Melee Claw (finesse, unarmed) +9, Damage 1d6+1 slashing plus Grab, Reefclaw Venom
Abilities
Death Frenzy — When the reefclaw is reduced to 0 hit points it can spend this reaction to make a claw Strike before dying.
Constrict — If the reefclaw has a creature Grabbed or Restrained, it can spend one action to crush them in its coils. The creature takes 1d6 bludgeoning damage depending on its DC 17 Fortitude save.
Reefclaw Venom (poison) — A target that takes slashing damage from the reefclaw's claw Strike must succeed at a DC 17 Fortitude save or take 1d6 poison damage.
Grab — When the reeflclaw succeeds at its claw Strike, it can use this action immediately after to attempt to Grapple the target. This Grapple doesn't apply or count toward the reefclaw's multiple attack penalty.
WORKS WELL WITH
SniperAQUATICA Sniper picks off softened targets while the Anvil holds them stationary with Grab and Constrict.
WeaverAQUATICA Weaver's area denial forces prey into the Anvil's swim range for grapple initiation.
CrasherAQUATICA Crasher's aggressive push scatters enemies into positions where the Anvil can isolate a single target.
PUNISHES
✖ kiting✖ low Fortitude✖ terrain restriction
Vestigial land speed makes the Reefclaw water-locked for practical encounter design.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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